Carbineer Archive
Thread: Master Carbine + Master Bounty Hunter
Yes I do envy that Dizzy a BH can put down......still not worth 200 skill points ![]()
I like getting 90% of those Scout bonuses with having CH ![]()
Oh and the pets are nice too ![]()
PeortetheJedi wrote:
You don't even need to go BH 0400, the forth box doesn't give that much if you go master carb and bh 0300 then you can at least heal yourself and the specials you get at the third box are need if you are to do PvP.
Wrong 0400 gives you confusion shot. 30 second dizzy and stun which hits alot more consistantly than Full Auto attacks.
I am considering going Carbineer/Doctor if I get some more carbine skill tapes. My only problem is I use 4 different sets of armor so I can only use two slots, bandoiler and shirt (belt slot is for PSGs). My shirt already has +10 speed and +25 accuracy so I'd need to find a +15 carbine speed tape for bandoiler.
One thing to consider though is that the new jedi skill trees which everyone will have sometimes gives you up to +12 ranged weapon speed which only takes 4 skill points. Who knows when that will come though, either publish 9 or 10.
TavocV wrote:
Has anyone tried TA's template from above? I'm am curious about that one as well???????
Funny thing about that template I listed, I already have almost the identical Skill Mods with SEA's ![]()
TAfirehawk wrote:Playing around with the Character Builder......how does this sound....
0440 BH
1304 Carbineer
0140 PistoleerBasically gives you decent defenses, no ranged or melee to speak of really, and Speed Caps both Pistols and Carbines with decent Accuracy. And pretty decent Specials.....Oh but who knows once the Combat Balance hits....
I Was something similar once. Its awesome for rifleman killing. Dizzy/KD them from 64m away. Then switch to Geo pistol, get up close and spam eyeshot, and if they stand up and you can't get them down (say doc for example) keep up close and keep them blind and they can't hit you. Its a very versitle template. You have alot of weapons and alot of specials. I'd suggest going Carbineer 0404 and Pistoleer 0041. You need that one extra speed box to cap stopping shot. You'd need to buy like a +5 carbine speed attachment but those are not too expensive. You dont get alot of active defenses, but you get some nice state defenses.
wilibus wrote:
Right Now i am Master Carbineer, 0300 BH and Novice Medic. I think this template is great, not just for the extra BH Carb mods, but mostly for the scouting skills. Initially when i took up this game i played as a Carbineer/Ranger just for the purpose of gathering hides and meats to help my guild out. Take it from me anything above and beyond Tracking IV in Ranger is a complete waste. That prof really needs to be examined, but that is a topic for a different thread. Master Scout is really useful proffession IMO, Terrain Negotition is something is quickly discovered i could not live without, as well harvesting is something i consider a must if you plan on trying to craft any Armour or Medicine, since 50 cpu for low quality organics adds up really fast. Taking BH Carbines would be a waste if you did it purely for carbine reasons since as it has been pointed out you can achieve this bonuses with enough cash through tapes, but if you have a use for scout it isn't a complete waste, especially with an Armoursmith to supportS
I agree. My main is strictly for pvp, I have an alt to handle the business end of SWG. Here's how I operate and it works amazingly. I'm Master Carb / BH Carb 3 / Novice medic. I have a full suit of a comp 80-88%, with a 40% stun / 87% base helmet. Within the suit I have a total of +25 Carb Accuracy, +25 Counterattack, +25 Carb Aiming, +11 (I believe) Carb Accuracy While Moving, and +6 Speed which really doesn't make a difference with that template and good weapons. For healing I wear an undershirt BE enhanced for +25 Injury/Wound Treatment and I carry a crate of 455 base Stim B's. I can typically heal around 700 damage, on average, give or take a little here and there. I use7 carbines....Krayted Laser 434 Max no pup, Krayted DH17Snub for in close status sticking pup'ed to around 430 damage, Krayted Elite with min damage pup for wasting stacked riflemen. I can't remember the exact damage on it sorry but I do know it makes the world of difference in mitigation fighting. I use a poison DOT CDEF which simply OWNS in close quarters against groups. Total morale killer, people scram when they see 5 of their guys get poison tagged all at once.
Enhanced E11 Carbine for the same effect, area bleeding 2 times with gun DOT and with ActionShot2. A Nym's Slugthrower for turret busting (can be rotated with a DXR6 Carb as well but I really don't like those). And finally, my most uberest tool in the entire arsenal....a standard, loot grade speed sliced CDEF carbine with virtually non-existent HAM costs. Great for when yer runnin' and gunnin' to get out of sticky situations, pup'ed for speed if you like to overdo things.
With this template I do exceptionally well in pvp. What so many people don't understand, is pvp really is more about your gear than anything else. One thing I really like about Carbineer however is that to play one effectively in pvp you MUST know not only your profession, but it is absolutely critical to exploit the weaknesses in your opponent. Take for instance the rifleman. My opening volley in typical pvp is FullAutoArea2, FireKD, ChargeShot2. This SHOULD land a blind, stun, and dizzy on your opponent and in the perfect world put him on his ass as well. Against a rifleman, the blind is critical. Spam FAA2 until it's on him, and then close the gap. Know the range on your weapons, use ideal range to your advantage. His accuracy just got hosed, making your bonuses all the more effective. If he's kiting with a jawa I eat SynthSteak, 2 Canape's, and 2 Brandy's followed by a Muon if absolutely necessary. Rarely is that the case. Keep him stunned. WildShot2 is great, no, more than great for sticking stun. Landing your state effects on a stunned opponent is a breeze in most cases. Once you've gained the tactical advantage on the rifleman, focus on keeping him pinned, either KD/Dizzy or PostureDown/Dizzy. Once he's laying on his ass, take a knee, get out a nice damage mitigation carb and start working his pools. If he's been a good little spammer like most Riflemen are, ScatterShot should polish off his mind. Don't be discouraged if it takes time, time is on your side in a case like this. I also find that if you take time to examine him while fighting, you can see if he's mastered any melee profs. Even noticing how often you hit or miss or fail to land a state effect can tip you off as to if he's melee stacked with his ranged fighting. If he isn't, charge in!! Close range RAPES a rifle's accuracy. Imagine that with blind/stun on top.
I realize this was wordy, but I hope it helps in making your decision. Carbineer is my profession of choice mainly because it is a challenge, and because you can beat virtually anyone, if you play smart, and don't hesitate to shell out the cash for the top quality gear. For me, the search is never ending, because there is always something better waiting to be found. /salute ![]()
Message Edited by NastyCamper on 05-30-2004 01:50 PM
Double post sorry! ![]()
Message Edited by NastyCamper on 05-30-2004 01:46 PM